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Rend2 unified wip #56

Merged
merged 61 commits into from
Feb 18, 2024
Merged

Rend2 unified wip #56

merged 61 commits into from
Feb 18, 2024

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SomaZ
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@SomaZ SomaZ commented Feb 18, 2024

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Razish and others added 30 commits October 10, 2023 14:17
* pipeline: add OpenJO builds, fix up some context usage and normalise cmake options

* fix typo on macOS OpenJO archive step

* parallelise builds, split OpenJO steps on windows

* looks like the python shell is v2 with no f-strings

* alternative per-platform methods for obtaining the processor count

* enable JK2 in cmake's InstallConfig module so we get runtime libs...and strip them from the official release anyway :')

* Add UseInternalLibs cmake option to default all libs to internal

* remove unnecessary game path from create-latest step

* allow changes to CMake project files to trigger builds
Fix dockerfile by not building Rend2 engine
Theres a define in MP that clashes, so it was renamed in MP. Apply this to vanilla too.

Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
q_shared.h defines "int COM_GetCurrentParseLine( void )"

q_shared.cpp implemented "int COM_GetCurrentParseLine( int index )"

Fixed now, so function can actually be used.

Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Adding mdr structs, one more texture compression algorithm, some zone tags, and SkipBracedSection function

Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Cleaned up alot of noise. Code formating will happen in another commit.
All work based on: https://github.com/AntiAnti/OpenJK

Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Chose the SP variant of this to get rid of the void pointer in the struct, so potentially less casting.
cg_showtris 1 shouldnt use depth culling. Had overseen this before.
The saber marks in SP use some additional scaling and there's some missing parts still.

Also fixed incorrect ifdeffed if else constructs.
Added working IsShaking

Co-Authored-By: AntiAnti <17278566+antianti@users.noreply.github.com>
Because there's a skyportal in this map, it always culled all the ui elements because they aren't sky surfaces.
when G2_PERFORMANCE_ANALYSIS
Compiles, haven't tested it though
You can now load yavin_swamp again.
Need to implement gpu vertex animations, but use the cpu fallback solution for now.
Its drawing at least. Potentially missing extra SP features.
I have no idea what this does. Can't find a difference visually myself.
Changed the API a little to match better between SP and MP. See following commits
6654638
e40982b
3ac87fd
so we can use Free on the program without checking if everything has been allocated.
taspir2 and yavin_swamp now look correct too.
Dont do that. GLS_DSTBLEND_BITS & GLS_SRCBLEND_BITS should be 0 for opaque objects that can write depth.
Also fixes depth lookup for weather surfaces that have no downwards velocity because we wont divide by zero anymore.
Flags and structs should match perfectly now. Also removes some miniRefEntity structs from MP that aren't used and are also made useless already. So, just some cleanup in this regard.
Rebase obviously couldnt apply this change automatically, see:
JACoders@e8454e3
and some additional cleanup. Makes the entity ubo struct smaller, which is good. I unintentionally broke portal alphaGen when I rewrote the scene handling.

u_LocalViewOrigin is not correct in any case anymore, because we can have the same entity in multiple views but we only upload one entity representation now. So we compute the needed vectors in the shaders in worldspace insted of localspace now.
@SomaZ SomaZ merged commit 72df134 into rend2-builds Feb 18, 2024
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5 participants